Team-Based Game

Save Patient Zero

A new pathology has just appeared! Patient Zero has been identified, and it's up to you to find the antidote as soon as possible to save the patient and humanity!

Save Patient Zero pits two labs against each other. Each lab employs one or two scientists (i.e., players), while another player plays a lab computer named Savvy. The labs compete to identify an antidote of three molecules, with the labs typically sharing no information with one another; whichever lab finds the antidote first wins.

The general idea of the game is to use lab tools in the best sequence possible to identify the three molecules out of 25 that make up the antidote. (These 25 molecules are arranged in a 5x5 grid on each lab's worksheet.) At the start of the game, Savvy looks at the top three molecule cards in that deck, then sets them aside. These are the molecules the labs must identify. On a turn, each lab submits a tool card to Savvy to show what they want to do in the round, and whichever lab submits first takes its action first in that round. Actions include:

Samply: Draw three sample cards from your lab's deck, and give them to Savvy. Each sample card depicts five molecules, and Savvy will identify which of them show at least one molecule used in the antidote.
Mikroskopo: Choose two cards from your lab's deck, and give them to Savvy, who will treat them like the cards in "Samply".
Dedukto: Receive five molecule cards from Savvy. You (but not the other lab) now know these molecules are not in the antidote.
Centrofugo: Place your centrifuge on your lab worksheet so that it points to four molecules. Savvy then indicates whether any of these molecules are in the antidote.
Scanpad: Place a cardboard device on your worksheet to highlight six molecules in a 2x3 grid. Savvy then indicates how many molecules highlighted (0-3) are part of the antidote.
Spionado: Savvy takes two lab cards from the opposing lab that do not have any molecules in the antidote on them, then shows them to you.
Antidote: Circle three molecules on your worksheet. If all three are in the antidote, you win! If not, Savvy will indicate how many of the circled molecules are in the antidote.

Each lab has a limited number of actions in its deck — eighteen total, with three Samply, two Dedukto, one Scanpad, two Antidote, etc. — so use them wisely, especially the Antidote because if you fail to identify the correct three molecules a second time, then your lab loses the game automatically.

To play Save Patient Zero as a two-player game, each lab draws three molecule cards from the deck, and the opposing lab must identify these three molecules before you can identify the three molecules they drew. Each lab takes the role of Savvy for the opposing lab.

Make It Happen

It's New York Fashion Week, and your design team is ready to show the most fabulous collection ever seen on the runway. Match fabrics to create runway ready garments, then put your models up on the stage to see who is this year's fashion hotness. Are you ready to Make It Happen?

Objective: Work with your team to collect and play sets of fabric while influencing the season's trends. The team that designs the highest scoring fashion line will win the competition. How to play:

Collect matching fabric cards.
Create garments for your collection.
Show your stuff on the runway!

The game ends when one team has completed garments for all three of their model boards.

—description from the publisher

Phantom Ink

Renowned mediums are competing to figure out a secret object and prove they can connect with the "World Beyond". The first team to figure out the secret object wins!

To set up Phantom Ink, divide players so that the Sun team and the Moon team each have one Spirit and up to three Mediums. The mediums on a team share a hand of seven question cards, and the spirits begin the game by choosing one of the five objects on a card as the secret object. On a turn, the mediums pass two question cards to their spirit, with sample questions like "What color is it most commonly?", "What fictional character has it or uses it?", and "If it were a musical instrument, what would it be?"

The spirit discards one question card face up, then returns the question card it's going to answer to their mediums, then slowly writes the answer one letter at a time for all to see. As soon as the mediums think they know what this clue word is, they yell "Silencio", and the spirit stops writing. The other team of mediums might see only the letter "Y", but if you know the question is "What color is it?", then you know the clue must be "yellow". To end your turn, draw two new question cards.

On a turn, instead of handing over question cards, you can attempt to guess the answer — and to do so you write like the spirits, one letter at a time. If you write an incorrect letter, the spirits will stop you, marking out your error, with your partial guess giving the other team more information. If you guess the entire word correctly, you win!

Voices In My Head

In Voices In My Head, players step into the courtroom and into the mind of a man on trial for robbing a bank. One player takes on the role of the prosecutor who is trying to convict the defendant, Guy, and send him to prison; everyone else takes on aspects of Guy's personality, such as Honesty or Selfishness, and attempts to influence the trial. To win the game, each player must achieve their hidden goal.

Each round, the prosecutor plays a trial card to present evidence, call witnesses, or grill Guy on the stand. Players then try to control Guy's actions by deploying control markers to a three-dimensional game board representing his brain. These actions will sway the jury in different ways and ultimately determine whether Guy goes free or is sent to prison.

—description from the publisher

Eriantys

Hidden by the soft cloudy whiteness is a world where floating islands are home to great schools for young magical creatures from five realms. Cute little red dragons, clumsy pink fairies, spiteful yellow gnomes, small blue unicorns, and green frogs who dream of becoming princes show up at the gates of schools, with the hope of being admitted to the great hall and being able to admire the famous professors of their realm.

In Eriantys, a game full of strategy, tactics, and twists and turns, you run one of these four great schools and compete with other wizards to increase your fame! Carefully plan your moves and try to control your opponents' moves. On your turn, play a card, place three students, and advance mother nature a certain number of steps across the islands. The island on which mother nature lands is evaluated, and whoever controls it can erect one of their own towers, possibly taking control from an opponent. Additionally, adjacent islands controlled by the same player can merge with that one.

The game ends if only three islands remain, if the students run out, or if a player builds all of their towers. At this point, the player who built the most towers wins.

With three different game modes, including team play, Eriantys always offers different and interesting games. In addition, if you play with the expert version, you can use the fantastic skills of the special characters; each adds many possibilities, enriching the fun and beauty of the challenge.

—description from the publisher